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Ascent of Mankind - Civilization RP - OOC/Signups

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GAME SPEED

Sundial - 1 Turn every 2 day
6
10%
Hourglass - 1 Turns per day
5
8%
Clocktower - 2 Turns per day
11
19%
IC TIME
3
5%
Centuries - Each Turn is a century
1
2%
20 Years - Each Turn brings a new generation
1
2%
Decades - Each Turn is a decade (Current time, Recommended)
15
25%
5 Years - Each Turn is mere 5 years
7
12%
1 Years - 1 Turn 1 year
10
17%
 
Total votes : 59

User avatar
Harkback Union
Post Marshal
 
Posts: 17381
Founded: Sep 01, 2012
Civil Rights Lovefest

Postby Harkback Union » Thu Nov 24, 2016 3:59 am

The Grim Reaper wrote:I'll be finishing architecture on Turn 12, but I need to know whether it's worth building Docks and taking an architectural paradigm, or if it'd be better to just use architecture to build Docks.

How powerful would an architectural paradigm be? Would something like "Mountain Transhumance - population that produce culture gain +1 happiness" be acceptable? Are we talking more like "population currently building a card also produce +1 culture"?

Also considering something like "Guardians of Sea and Sky - Docks give +2 Guard each".


Architectural paradigms should unlock a special building or replace an existing building card with a more powerful one.
Someone got a +3 Food enclosed desert farm.

User avatar
Ironsbad
Minister
 
Posts: 2666
Founded: Dec 21, 2015
Ex-Nation

Postby Ironsbad » Thu Nov 24, 2016 4:06 am

Are we going 1 turn per day?

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The Grim Reaper
Postmaster-General
 
Posts: 10526
Founded: Oct 08, 2011
Ex-Nation

Postby The Grim Reaper » Thu Nov 24, 2016 4:09 am

Harkback Union wrote:
The Grim Reaper wrote:I'll be finishing architecture on Turn 12, but I need to know whether it's worth building Docks and taking an architectural paradigm, or if it'd be better to just use architecture to build Docks.

How powerful would an architectural paradigm be? Would something like "Mountain Transhumance - population that produce culture gain +1 happiness" be acceptable? Are we talking more like "population currently building a card also produce +1 culture"?

Also considering something like "Guardians of Sea and Sky - Docks give +2 Guard each".


Architectural paradigms should unlock a special building or replace an existing building card with a more powerful one.
Someone got a +3 Food enclosed desert farm.


Farms? Can I replace my farms? Can I make terraced flower farms? Those would look insane. Uh, no idea what those would do.

Alternatively, the +guard docks would be totally appropriate, then.

Thoughts, all?
If I can't play bass, I don't want to be part of your revolution.
Melbourne, Australia

A & Ω

Is "not a blood diamond" a high enough bar for a wedding ring? Artificial gemstones are better-looking, more ethical, and made out of PURE SCIENCE™.

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The Soviet Union of Mother Russia
Ambassador
 
Posts: 1741
Founded: Dec 20, 2011
Ex-Nation

Postby The Soviet Union of Mother Russia » Thu Nov 24, 2016 4:10 am

When does it become required to build additional farms to support a increase in population ? What is the limits/borders for the total population.

Going to submit my post later today.

User avatar
Ironsbad
Minister
 
Posts: 2666
Founded: Dec 21, 2015
Ex-Nation

Postby Ironsbad » Thu Nov 24, 2016 4:13 am

The Soviet Union of Mother Russia wrote:When does it become required to build additional farms to support a increase in population ? What is the limits/borders for the total population.

Going to submit my post later today.

I thought it was when the food production is equalized to how many units of population are required to be fed.
Farms are limit by how much fertility a province has. Same thing with minerals and mines.

User avatar
Harkback Union
Post Marshal
 
Posts: 17381
Founded: Sep 01, 2012
Civil Rights Lovefest

Postby Harkback Union » Thu Nov 24, 2016 4:59 am

Ironsbad wrote:Are we going 1 turn per day?


I think we should slow down a bit. Let everyone catch up.
Also, it should let us focus more on the IC stuff and less on mechanics.

User avatar
Harkback Union
Post Marshal
 
Posts: 17381
Founded: Sep 01, 2012
Civil Rights Lovefest

Postby Harkback Union » Thu Nov 24, 2016 5:00 am

The Soviet Union of Mother Russia wrote:When does it become required to build additional farms to support a increase in population ? What is the limits/borders for the total population.

Going to submit my post later today.


It is required from the start. The tribe paradigm will feed the first population, but all future populations will farms or other sources of food before being spawned.

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Harkback Union
Post Marshal
 
Posts: 17381
Founded: Sep 01, 2012
Civil Rights Lovefest

Postby Harkback Union » Thu Nov 24, 2016 5:58 am

Fundamentalism/Reformation rules changed.

If it conflicts with anyone's religions, please let me know.

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ApplePieistan
Negotiator
 
Posts: 6695
Founded: Apr 06, 2015
Ex-Nation

Postby ApplePieistan » Thu Nov 24, 2016 8:58 am

Ironsbad? Minerals don't accumulate.

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The Burning Sun
Senator
 
Posts: 3822
Founded: Sep 15, 2014
Ex-Nation

Postby The Burning Sun » Thu Nov 24, 2016 8:58 am

ApplePieistan wrote:Ironsbad? Minerals don't accumulate.

Yes they do.
"All that we see or seem/Is but a dream within a dream" - Poe
TBS, M.D | Founder of the Mechanics' Guild | EST 9-9
because my self-esteem is so low
TriStates wrote:+100 Tri-Points
Khasinkonia wrote:
The Burning Sun wrote:I posted. Just in case it gets buried by the depressing duo over there.

I award you ten points for the nickname. Which will buy you...
more posts from the duo
Royal Brownie PointsTM
Atlannia wrote:Mmm it's not looking good I'm afraid, the purple haired goth loli next to a sweatervest wearing bishonen portends financial strife and the double archery chick is a rare sign predicting the death of someone close to you, I'm sorry.
...
That'll be $32.99
All the logic

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Maljaratas
Ambassador
 
Posts: 1609
Founded: Apr 25, 2015
Ex-Nation

Postby Maljaratas » Thu Nov 24, 2016 9:01 am

The Burning Sun wrote:
ApplePieistan wrote:Ironsbad? Minerals don't accumulate.

Yes they do.
ApplePieistan wrote:Ironsbad? Minerals don't accumulate.

Harkback Union wrote:MINERALS - Provided by mine cards, required by industrial and military cards. Surplus minerals lost every turn, but you may complete cards over the course of multiple turns! Minerals invested on half-finished cards is not lost.
"There are decades when nothing happens. There are weeks where decades happen" -Vladimir Lenin

User avatar
The Great Devourer of All
Minister
 
Posts: 2940
Founded: Dec 26, 2015
Ex-Nation

Postby The Great Devourer of All » Thu Nov 24, 2016 9:01 am

Might as well tag.
Last edited by the Devourer 9.98 billion years ago


Pro: Jellyfish

Anti: Heretics



Yymea wrote:We would definitely be scared of what is probably the most scary nation on NS :p


Multiversal Venn-Copard wrote:Actually fairly threatening by our standards. And this time we really mean "threatening". As in, "we'll actually need to escalate significantly to match their fleets."


Valkalan wrote:10/10 Profoundly evil. Some nations conqueror others for wealth and prestige, but the Devourer consumes civilization like a cancer consuming an unfortunate host.


The Speaker wrote:Intemperate in the sea from the roof, and leg All night, and he knows lots of reads from the unseen good old man of the mountain-DESTRUCTION

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Maljaratas
Ambassador
 
Posts: 1609
Founded: Apr 25, 2015
Ex-Nation

Postby Maljaratas » Thu Nov 24, 2016 9:06 am

The Great Devourer of All wrote:Might as well tag.

You will find no Jellyfish here :p
"There are decades when nothing happens. There are weeks where decades happen" -Vladimir Lenin

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Ironsbad
Minister
 
Posts: 2666
Founded: Dec 21, 2015
Ex-Nation

Postby Ironsbad » Thu Nov 24, 2016 12:19 pm

ApplePieistan wrote:Ironsbad? Minerals don't accumulate.

No problem, didn't read the rules on Minerals.

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ApplePieistan
Negotiator
 
Posts: 6695
Founded: Apr 06, 2015
Ex-Nation

Postby ApplePieistan » Thu Nov 24, 2016 12:20 pm

Harkback Union wrote:
ApplePieistan wrote:Alright, I think I have a cheeky strategy.

Clarification about my imperial cult: If my imperial cult has 1 happiness, does that mean I can have one more province, or would they need 2 happiness since it would be 2 total provinces?


Hmmm, I think it should be 2 happiness for 2 authority, although you should have a minimum of 1 authority in case imperial court has 0 or negative happiness.

Darn, guess I can't conquer till turn 15, unless freeloading gives 1 happiness.

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Harkback Union
Post Marshal
 
Posts: 17381
Founded: Sep 01, 2012
Civil Rights Lovefest

Postby Harkback Union » Thu Nov 24, 2016 12:53 pm

Ironsbad wrote:
ApplePieistan wrote:Ironsbad? Minerals don't accumulate.

No problem, didn't read the rules on Minerals.


Minerals don't accumulate, but mineral investments in unfinished cards are not lost.

User avatar
Ironsbad
Minister
 
Posts: 2666
Founded: Dec 21, 2015
Ex-Nation

Postby Ironsbad » Thu Nov 24, 2016 12:58 pm

Harkback Union wrote:
Ironsbad wrote:No problem, didn't read the rules on Minerals.


Minerals don't accumulate, but mineral investments in unfinished cards are not lost.

Ok, I changed it so the amount of Minerals gathered will be equal to the amount of mines opened.

User avatar
Harkback Union
Post Marshal
 
Posts: 17381
Founded: Sep 01, 2012
Civil Rights Lovefest

Postby Harkback Union » Thu Nov 24, 2016 1:02 pm

Ironsbad wrote:
Harkback Union wrote:
Minerals don't accumulate, but mineral investments in unfinished cards are not lost.

Ok, I changed it so the amount of Minerals gathered will be equal to the amount of mines opened.


The 2 minerals you mine each turn, you should decide what card its invested in.
For instance, since you have metal casting, you could start building a smithy.
Last edited by Harkback Union on Thu Nov 24, 2016 1:03 pm, edited 1 time in total.

User avatar
Ironsbad
Minister
 
Posts: 2666
Founded: Dec 21, 2015
Ex-Nation

Postby Ironsbad » Thu Nov 24, 2016 1:05 pm

Harkback Union wrote:
Ironsbad wrote:Ok, I changed it so the amount of Minerals gathered will be equal to the amount of mines opened.


The 2 minerals you mine each turn, you should decide what card its invested in.
For instance, since you have metal casting, you could start building a smithy.

I don't have enough unactive population to try and start building things...
Or maybe I'll just pull one from the mines to build the smithy.

User avatar
Harkback Union
Post Marshal
 
Posts: 17381
Founded: Sep 01, 2012
Civil Rights Lovefest

Postby Harkback Union » Thu Nov 24, 2016 1:11 pm

Ironsbad wrote:
Harkback Union wrote:
The 2 minerals you mine each turn, you should decide what card its invested in.
For instance, since you have metal casting, you could start building a smithy.

I don't have enough unactive population to try and start building things...
Or maybe I'll just pull one from the mines to build the smithy.


You can just straight away put minerals into buildings and units. You don't need extra population on the building site in this rp.

Just wanted to make things simpler. Think of it as half the pop mining, the other half hauling goods and working on the construction site.

User avatar
Ironsbad
Minister
 
Posts: 2666
Founded: Dec 21, 2015
Ex-Nation

Postby Ironsbad » Thu Nov 24, 2016 1:17 pm

Harkback Union wrote:
Ironsbad wrote:I don't have enough unactive population to try and start building things...
Or maybe I'll just pull one from the mines to build the smithy.


You can just straight away put minerals into buildings and units. You don't need extra population on the building site in this rp.

Just wanted to make things simpler. Think of it as half the pop mining, the other half hauling goods and working on the construction site.

Oh, in that case I can build the Theater and Smithy on my past turns.

User avatar
Harkback Union
Post Marshal
 
Posts: 17381
Founded: Sep 01, 2012
Civil Rights Lovefest

Postby Harkback Union » Thu Nov 24, 2016 3:41 pm

Looks like someone's grearing up for war...

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The Knights of Azorea
Diplomat
 
Posts: 517
Founded: Jun 07, 2016
Ex-Nation

Postby The Knights of Azorea » Thu Nov 24, 2016 4:18 pm

I'll catch up tomorrow when I return from the day's work, hopefully feeling energized and ready to write Homeric Fantasy stories about giant crab people while crunching numbers.
Last edited by The Knights of Azorea on Thu Nov 24, 2016 4:18 pm, edited 1 time in total.

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The Grim Reaper
Postmaster-General
 
Posts: 10526
Founded: Oct 08, 2011
Ex-Nation

Postby The Grim Reaper » Thu Nov 24, 2016 7:09 pm

Harkback Union wrote:
Ironsbad wrote:I don't have enough unactive population to try and start building things...
Or maybe I'll just pull one from the mines to build the smithy.


You can just straight away put minerals into buildings and units. You don't need extra population on the building site in this rp.

Just wanted to make things simpler. Think of it as half the pop mining, the other half hauling goods and working on the construction site.


Wait, so you don't need pop on a construction site that uses minerals?
If I can't play bass, I don't want to be part of your revolution.
Melbourne, Australia

A & Ω

Is "not a blood diamond" a high enough bar for a wedding ring? Artificial gemstones are better-looking, more ethical, and made out of PURE SCIENCE™.

User avatar
Harkback Union
Post Marshal
 
Posts: 17381
Founded: Sep 01, 2012
Civil Rights Lovefest

Postby Harkback Union » Thu Nov 24, 2016 7:33 pm

The Grim Reaper wrote:
Harkback Union wrote:
You can just straight away put minerals into buildings and units. You don't need extra population on the building site in this rp.

Just wanted to make things simpler. Think of it as half the pop mining, the other half hauling goods and working on the construction site.


Wait, so you don't need pop on a construction site that uses minerals?


Nope. Just minerals.

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